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This is a stats list I made for the beasts a Druid can turn into for their "Wild Shape"
ability. When creating a druid character, I looked
5th Edition D&Dfor a nice way to keep track of all
the beasts it was possible to turn into, but I wasn't satisfied with anything I found.
There are a few good resources, but nothing quite as organized as I wanted, so I
decided to make my own.
Damage Type
Abbreviation
B
S
P
PS
F
L
T
A
Condition Abbreviations
Abbreviation
E
G
PA
PE
PS
PR
RS
U
Attack
Meaning
Range Type (Melee/Ranged)
+ To Hit
Reach
Target Must Be Prone
Cannot Use Attack on Another Creature Until Previous Grapple Ends
Half Damage
Attack Format
(Range Type, + To Hit, Reach, Damage & Type)
[DC to pass, Damage/Condition if DC fails | If DC passes, DC to escape]
Damage Type
Meaning
Bludgeoning
Slashing
Piercing
Poison
Fire
Lightning
Thunder
Acid
Condition Abbreviations
Meaning
Exhaustion
Grappled
Paralyzed
Petrified
Poisoned
Prone
Restrained
Unconscious
Skill
Beast of Burden
Blood Frenzy
Charge
Flyby
Illumination
Ink Cloud
Mimicry
Pack Tactics
Pounce
Rampage
Relentless
Running Leap
Spider Climb
Standing Leap
Sure Footed
Swallow
Trampling Charge
Web Sense
Web Walker
Elementals
Skill
Whirlwind
Air Form
Earth Glide
Siege Monster
Fire Form
Water Susceptibility
Whelm
Water Form
Freeze
Description
Considered to be a large animal for the purpose of determining its carrying capacity
Advantage on melee attack rolls against any creature that doesn't have all its hit points
If they move at least 20 feet straight toward a target and then hit it with a ram attack on the same turn,
the target takes an extra 1d4 (Goat) / 2d4 (Giant Goat) / 1d6 (Boar) / 2d6 (Elk, Giant Sea Horse, Giant
Boar, Giant Elk) / 2d8 (Rhinoceros) bludgeoning damage. If the target is a creature, it must succeed on
a DC 10 (Goat) / DC 11 (Boar, Giant Sea Horse) / DC 13 (Elk, Giant Goat, Giant Boar) / DC 14 (Giant
Elk) / DC 15 (Rhinoceros) Strength saving throw or be knocked prone
Doesn't provoke opportunity attacks when it flies out of an enemy's reach
Sheds bright light in a 10-foot (Giant Fire Beetle) / 30-foot (Fire Elemental) radius and dim light for an
additional 10 feet (Giant Fire Beetle) / 30 feet (Fire Elemental)
A 5-foot-radius (Octopus) / 20-foot-radius (Giant Octopus) cloud of ink extends all around the octopus if
it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse
the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. Recharges after
a Short or Long Rest
Can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal
chittering. A creature that hears the sound can tell they are imitations with a successful DC 10 Wisdom
(Insight) check
Has advantage on an attack roll against a creature if at least one ally is within 5 feet of the creature and
the ally isn't incapacitated
If they move at least 20 feet straight toward a creature and then hit it with a claw attack on the same
turn, that target must succeed on a DC 14 (Saber-Toothed Tiger) / DC 13 (Tiger, Lion, Allosaurus) / DC
12 (Panther) Strength saving throw or be knocked probe. If the target is prone, they can make one bite
attack against the target as a bonus action
When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a
bonus action to move up to half its speed and make a bite attack
If the boar takes 7 (Boar) / 10 (Giant Boar) damage or less that would reduce it to 0 hit points, it is
reduced to 1 hit point instead. Recharges after a Short or Long Rest
With a 10-foot running start, the lion can long jump up to 25 feet
The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an
ability check
Long jump is up to 20 feet (Giant Frog, Giant Toad) / 10 feet (Frog) and its high jump is up to 10 feet
(Giant Frog, Giant Toad) / 5 feet (Frog), with or without a running start
Has advantage on Strength and Dexterity saving throws made against effects that would knock it prone
Make one bite attack against a Small (Giant Frog) / Medium (Giant Toad) or smaller target it is
grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is
blinded and restrained, it has total cover against attacks and other effects outside the attacker, and it
takes 2d4 (Giant Frog) / 3d6 (Giant Toad) acid damage at the start of each of the attacker's turns. The
attacker can have only one target swallowed at a time. If the attacker dies, a swallowed creature is no
longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone
If they move at least 20 feet straight toward a creature and then hit it with a hooves attack oc the same
turn, that target must succeed on a DC 12 (Elephant) / DC 13 (Triceratops) / DC 14 (Warhorse) / DC 18
(Mammoth) Strength saving throw or be knocked prone. If the target is prone, the horse can make
another attack with its hooves against it as a bonus action
While in contact with a web, the spider knows the exact location of any other creature in contact with the
same web
The spider ignores movement restrictions caused by webbing
Elementals
Description
Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target
takes 3d8+2 bludgeoning damage and is flung up 20 feet away from the elemental in a random direction
and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6
bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that
creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked
prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung
away or knocked prone. Recharge 4-6
The elemental can enter a hostile creature's space and stop there. It can move through a space as
narrow as 1 inch wide without squeezing
The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the
elemental doesn't disturb the material it moves through
For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold
damage
Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target
takes 2d8+4 bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this
grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving
throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one
Large creature or up to two Medium or smaller creatures at one time. At the start of each of the
elemental's turns, each target grappled by it takes 2d8+4 bludgeoning damage. A creature within 5 feet
of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and
succeeding. Recharge 4-6
The elemental can enter a hostile creature's space and stop there. It can move through a space as
narrow as 1 inch wide without squeezing
If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of
its next turn
Associated Beast(s)
Mule
Quipper, Hunter Shark, Giant Shark
Raven
Giant Hyena
Lion
Associated Beast(s)
Air Elemental
Air Elemental
Earth Elemental
Earth Elemental
Fire Elemental
Fire Elemental
Water Elemental
Water Elemental
Water Elemental
DRUID LEVEL 2: Max CR=1/4 (No flying or swimming speed)
DRUID LEVEL 4: Max CR=1/2 (No flying speed)
DRUID LEVEL 8: Max CR=1
MOON DRUID
DRUID LEVEL 2: Max CR=1 (No flying or swimming speed)
DRUID LEVEL 4: Max CR=1 (No flying speed)
DRUID LEVEL 6: Max CR=2 (No flying speed)
DRUID LEVEL 8: Max CR=2
DRUID LEVEL 9: Max CR=3
DRUID LEVEL 10: (2 uses of Wild Shape)
DRUID LEVEL 12: Max CR=4
DRUID LEVEL 15: Max CR=5
DRUID LEVEL 18: Max CR=6
Attack(s)
Bite (M, +1H, 5R, 1d4-1 P)
Bite (M, +2H, 5R, 1 P)
Claws (M, 0H, 5R, 1 S)
Bite (M, +2H, 5R, 1d4 P)
Bite (M, +1H, 5R, 1d6-1 S)
Ram (M, +3H, 5R, 1d4+1 B)
Bite (M, +2H, 5R, 1d6 P)
Bite (M, +1H, 5R, 1d4-1 P)
Bite (M, 0H, 5R, 1 P)
Bite (M, +0H, 5R, 1 P)
Sting (M, +2H, 5R, 1 P)[DC 9 CON, 1d8 P | Half, NA]
Bite (M, +4H, 5R, 1 P)[DC 9 CON, 1d4 P, NA]
Bite (M, +5H, 5R, 1 P)
Bite (M, +5H, 5R, 1d4 B)
Bite (M, +3H, 5R, 1d4+1 P)[DC 10 CON, Diseased, NA]*
Bite (M, +4H, 5R, 1d4+2 P)
Bite (M, +5H, 5R, 1d4+3 P)
Bite (M, +3H, 5R, 1d6+1 P)[DC 11 STR, PR, NA]
Hooves (M, +2H, 5R, 1d4+2 B)
Hooves (M, +4H, 5R, 2d4+2 B)
Beak (M, +4H, 5R, 1d8+2 S)
Tusk (M, +3H, 5R, 1d6+1 S)
Hooves (M, +6H, 5R, 2d4+4 B)
Ram (M, +5H, 5R, 1d6+3 B), Hooves (M [PR], +5H, 5R, 2d4+3 B)
Bite (M, +3H, 5R, 1d6+1 P), Claws (M, +3H, 5R, 2d4+1 S)
Bite (M, +4H, 5R, 1d4+2 P)
Bite (M, +4H, 5R, 1d8+2 P)
Bite (M, +3H, 5R, 1d6+1 P)[DC 11 CON, 2d6 PS | Half, NA]*
Bite (M, +4H, 5R, 1d6+2 P), Claws (M, +4H, 5R, 1d4+2 S)
Hooves (M, +5H, 5R, 2d4+3 B)
Bite (M, +4H, 5R, 2d4+2 P)[DC 11 STR, PR, NA]
Fist (M, +5H, 5R, 1d6+3 B), Rock (R, +5H, 25/50R, 1d6+3 B)
Bite (M, +3H, 5R, 1d6+2 P), Claws (M, +3H, 5R, 2d4+2 S)
Ram (M, +5H, 5R, 2d4+3 B)
Hooves (M, +6H, 5R, 2d6+4 B)
Bite (M, +5H, 5R, 1d8+4 P), Claws (M, +5H, 5R, 2d6+4 S)
Bite (M, +5H, 5R, 2d6+3 P)[DC 13 STR, PR, NA]
Bite (M, +5H, 5R, 2d6+3 P)
Bite (M, +5H, 5R, 1d8+3 P), Web (R, +5H, 30/60R)[NA, RS, DC 12 STR]
Bite (M, +5H, 5R, 1d8+3 P), Claws (M, +5H, 5R, 1d6+3 S)
Bite (M, +5H, 5R, 1d10+3 P), Claws (M, +5H, 5R, 1d8+3 S)
Claw (M, +0H, 5R, 1 B)
-
Tentacles (M [G], +4H, 5R, 1 B)[NA, G, DC 10]
Bite (M, +5H, 5R, 1 P)
-
Claw (M [G], +3H, 5R, 1d6+1 B)[NA, G, DC 11]
Bite (M, +5H, 5R, 1 P)[DC 10 CON, 2d4 PS | Half, NA]
Bite (M, +4H, 10R, 1d6+2 P), Constrict (M [G], +4H, 5R, 1d8+2 B)[NA, G/RS, DC 14]
Bite (M [G], +3H, 5R, 1d6+1 P)[NA, G/RS, DC 11]
Bite (M, +4H, 5R, 1d8+2 P)
Bite (M, +6H, 10R, 1d4+4 P)[DC 11 CON, 3d6 PS | Half, NA]
Bite (M [G], +4H, 5R, 1d10+2 P)[NA, G/RS, DC 12]
Ram (M, +3H, 5R, 1d6+1 B)
Bite (M, +4H, 5R, 1d8+2 P)
Tentacles (M [G], +5H, 15R, 2d6+3 B)[NA, G/RS, DC 16]
Bite (M [G], +4H, 5R, 1d10+2 P + 1d10 PS)[NA, G/RS, DC 13 STR]
Bite (M, +6H, 5R, 2d10+4 P), Claws (M, +6H, 5R, 1d8+4 S)
Bite (M, +7H, 5R, 1d8+5 P), Claws (M, +7H, 5R, 2d6+5 S)
Tusk (M, +5H, 5R, 2d6+3 S)
Bite (M, +6H, 10R, 2d6 + 4 P), Constrict (M [G], +6H, 5R, 2d8+4 B)[NA, G/RS, DC 16]
Ram (M, +6H, 10R, 2d6+4 B), Hooves (M [PR], +6H, 5R, 4d8+4 B)
Bite (M, +6H, 5R, 2d8+4 P)
Bite (M, +6H, 10R, 3d6 + 4 P)
Bite (M, +7H, 5R, 1d8+5 P), Claws (M, +7H, 5R, 2d6+5 S)
Gore (M, +7H, 5R, 2d8+5 B)
Bite (M, +6H, 5R, 1d10+5 P), Claws (M, +6H, 5R, 2d6+5 S)
Bite (M, +2H, 5R, 1 P)
Talons (M, +4H, 5R, 1d4+2 S)
Talons (M, +5H, 5R, 1 S)
Talons (M, +3H, 5R, 1 S)
Beak (M, +4H, 5R, 1 P)
Beak (M, +2H, 5R, 1d4 P)
Beak (M, +4H, 5R, 1d4+2 P)
Bite (M, +6H, 5R, 1 P + 3d4 PS)
Blood Drain (M, +5H, 5R, 1d4+3 P)*
Bite (M, +4H, 5R, 1d6+2 P)
Talons (M, +3H, 5R, 2d6+1 S)
Bite (M, +3H, 5R, 2d4+1 P)
Sting (M, +4H, 5R, 1d6+2 P)[DC 11 CON, 3d6 PS | Half, NA]*
Beak (M, +5H, 5R, 1d6+3 P), Talons (M, +5H, 5R, 2d6+2 S)
Beak (M, +4H, 5R, 2d4+2 P), Talons (M, +4H, 5R, 2d6+2 S)
Tail (M, +7H, 10R, 4d6 +4 B)[DC 14 STR, PR, NA]
Claw (M [G], +4H, 5R, 1d8+2 B)[NA, G, DC 12], Sting (M, +4H, 5R, 1d10+2 P)[DC 12 CON, 4d10 PS |
Half, NA]
Bite (M, +6H, 5R, 5d6+4 P)
Slam (M, +8H, 5R, 2d8+5 B)
Slam (M, +8H, 10R, 2d8+5 B)
Touch (M, +6H, 5R, 2d6+3 F)*
Slam (M, +7H, 5R, 2d8+4 B)
Gore (M, +8H, 5R, 3d8+6 P), Stomp (M [PR], +8H, 5R, 3d10+6 B)
Bite (M [G], +8H, 5R, 3d10+5 P)[NA, G/RS,DC 16], Tail (M [G], +8H, 10R, 2d8+5 B)[DC 16 STR, PR,
NA]
Bite (M, +9H, 5R, 3d10+6 P)
Gore (M, +9H, 5R, 4d8+6 P), Stomp (M [PR], +9H, 5R, 3d10+6 B)
Gore (M, +10H, 10R, 4d8+7 P), Stomp (M [PR], +10H, 5R, 4d10+7 B)
Combat Skills General Skills Damage VulnerabilitiesDamage Resistances
Pack Tactics - - -
- - - -
- - - -
- - - -
- Illumination - -
Charge, Sure Footed - - -
Pack Tactics - - -
Pack Tactics - - -
- - - -
- - - -
- - - -
Spider Climb, Web Sense Web Walker - -
- - - -
- - - -
Pack Tactics - - -
Pack Tactics - - -
- - - -
- - - -
Sure Footed Beast of Burden - -
- - - -
- - - -
Charge, Relentless - - -
- - - -
Charge - - -
- - - -
- - - -
- Mount - -
Spider Climb, Web Sense Web Walker - -
Pounce - - -
- - - -
Pack Tactics - - -
- - - -
- Standing Leap - -
Ink Cloud - - -
Blood Frenzy - - -
- - - -
Each Claw Can Grapple - - -
- - - -
- - - -
Swallow Standing Leap - -
Spider Climb † Mount - -
- - - -
MA (Two Fist Attacks) Athletics +5 - -
MA (Bite, Claw) - - -
- - - -
Charge, Sure Footed - - -
Charge - - -
Pack Tactics - - -
Trampling Charge - - -
- - - -
- - - -
- - - -
Flyby - - -
- Mimicry - -
Pack Tactics - - -
Pack Tactics - - -
Flyby - - -
- - - -
- - - -
Flyby - - -
Flyby - - -
- - - -
MA (Bite, Claws) - - -
Pack Tactics - - -
MA (Beak, Talons) - - -
Rampage - - -
Ink Cloud - - -
Spider Climb, Web Sense Web Walker - -
Swallow Standing Leap - -
MA (Beak, Talons), Pack Tactics - - -
Pack Tactics, Pounce Running Leap - -
Pounce - - -
MA (Bite, Tail) - - -
Blood Frenzy - - -
Trampling Charge - - -
Trampling Charge - - -
Damage Immunities Condition Immuninities
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
- -
PS E, G, PA, PE, PS, PR, RS, U
PS E, PA, PE, PS, U
F, PS E, G, PA, PE, PS, PR, RS, U
PS E, G, PA, PE, PS, PR, RS, U
- -
- -
- -
- -
- -
DRUID LEVEL 2: Max CR=1/4 (No flying or swimming speed)
DRUID LEVEL 4: Max CR=1/2 (No flying speed)
DRUID LEVEL 8: Max CR=1
MOON DRUID
DRUID LEVEL 2: Max CR=1 (No flying or swimming speed)
DRUID LEVEL 4: Max CR=1 (No flying speed)
DRUID LEVEL 6: Max CR=2 (No flying speed)
DRUID LEVEL 8: Max CR=2
DRUID LEVEL 9: Max CR=3
DRUID LEVEL 10: (2 uses of Wild Shape)
DRUID LEVEL 12: Max CR=4
DRUID LEVEL 15: Max CR=5
DRUID LEVEL 18: Max CR=6